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Tegetthoff

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NOTICE TO PLAYERS: THIS IS AN EARLY DEVELOPMENT VERSION OF 0.70. USE ONLY IF YOU FEEL LIKE HELPING IN THE TESTING. THERE MAY BE CRASHES, BALANCE ISSUES AND NON-WORKING FEATURES.

Download link:
Now crash-free as far as I can tell:
http://www.gamefront.com/files/24785344/CORE2_0_7_0_1c.exe

Checksum:
TTUB

New Graphics Pack link as of Feb. 2, 2015:
http://www.gamefront.com/files/24775038/CORE_B&W_Graphics_070.exe


Changelog:
Code:
CORE 0.70 for AoD

2015-01-31:
Started with a copy of the (unpublished) 0.62.9 version.
Most of it will be overwritten.

What should remain:
Vanilla model.bmps with CORE names added so they are correctly shown if not using CORE (installer change).
Received tech pic 9330 significant field modifications (but this is in the gfx pack)

Dec´s 0.70 files:
* new province file
* changes to areas
* extensive AI rework
* starting trade changes
* modifications to industry tech tree
* ..
* inclusion of various comments in the forum


Hagar´s 0.70 gfx:
* 79 new event pics
* 10 new model pics
* 30 new province pics (only for gfx pack)
* 5 new tech team pics 
* 2 new colour pics


2015-01-31
**********************************
-> CORE 0.70.1 for AoD
********************************** 

0.62.9 changes to be potentially carried over to 0.70:
Corrected the money cost of three CHI industry move events from -200 to -100 (was incorrect)
Nanking massacre only costs -50 money
 
Last edited:

Tegetthoff

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Most notably, I got a crash in mid-1942 in two of two games and was unable to find out the cause. So, detectives, please have a look. In the first game I suspected the annexation of PHI by JAP, but in the second game there was no such suspect, though the return of Syria to Free France happened around that time (and this seems to be a new Event).

Otherwise: Early trading seems to be well balanced. GER was very short on rares before the war, with a collapsing economy in the first game and a tight, but working economy in the second. Maybe some finetuning needed with the synthetic materials plants but GER should be short of some resources so the general direction seems ok.

JAP was doing a bit better in CHI than in the 0.62 incarnations we have had, but still below historical performance. It had a huge second breath in 1942 in both my games, which I could not follow up due to the crash mentioned above.
JAP bought enormous amounts of oil and had huge stockpiles (300,000 in the second game).

To give you the benefit of the province pics I´d have to update the graphics pack and I´ll wait with that until the map modding is done.

MODDING STRATEGY:
I think that the main group can hunt bugs and balance issues while Armd integrates his map material. This means that we should hold any work on the province file until Armd has completed his work, which will need changes there.

NOTE:
There are a couple of changes to the installer, which I cannot check because I never re-install, so please have a good look whether everything works as it should.
 

Hagar

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I haven't checked the setup for 0.70.1, but in the old 0.62.7 build the capital of Paraguay is listed as Ciudad del Este (846), whilst it should be Asunción (837). And Trebizond should be renamed Trabzon.
 

Tegetthoff

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Might have run the validator before publishing.

At least one definite bracket error in ger_Balkans.ai and a couple of messages in the new ger_air_reserve.

Lots of errors in Canadian Tank License Production

Two incorrect addcore commands

Dec, please verify: (models.csv)
BRIG_MODEL_HOL_10_2;Pantserwagen M.36;Pantserwagen M.36;Pantserwagen M.36;Pantserwagen M.36;Pantserwagen M.36;Pantserwagen M.36;;;;;x
BRIG_MODEL_HOL_10_3;Pantserwagen M.39;Pantserwagen M.39;Pantserwagen M.39;Pantserwagen M.39;Pantserwagen M.39;Pantserwagen M.39;;;;;x
(was 10_2 two times, I changed to 10_3

unit_names.csv
BRIG_MODEL_3_4;400+mm Rocket Artillery M49;Artillerie Miss. AM 400mm M49;Artiglieria S L 400mm M49;Artillería LCo APr 400mm M49;400mm M49 SA-Raketenartillerie;400mm M49 s-b. art. rakietowa;;;;;x
BRIG_MODEL_3_5;;;;;;;;;;;X
(was 3_4 two times, I changed to 3_5)
 
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Hagar

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Hagar,

I fixed Trabzon, but in the PAR36 scenario file I found this line:



So, loath to change the capital at this point.

You're right insofar that it's on the right side of the river, bordering the two provinces. But it's the main city on the western part of the country, which is flat (as is the city). No large city lies beyond... On the east of the city there was jungle. Ciudad del Este is bordering the eastern edge of the province (marked on the right of the image above), and did not exist until 1957. Maybe Armd can do some magic stuff with redrawing the river? Otherwise I'd suggest renaming Ciudad del Este into Asunción, and Asunción into Filadelfia. The latter is small, only 1200 souls, but is the capital of Boquerón and was founded in 1920. Alternatively we might go for Villa Hayes rather than Filadelfia, as it's much older and larger, but that's fairly close to Asunción.

Oh, lest I forget: Kassarine should be renamed Kasserine.
 
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Tegetthoff

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Link in top post updated with a couple of fixes, but mid-1942 crash remains.
 

ArmdChair

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Hmmmmmmmmmmmmmm, Hagar.

Have you ever heard the phrase "nickeled and dimed me"? THAT is YOU this weekend. ROFLMAO. I will look at Kasserine.

Changing the capital is a text file change in the appropriate scenario file. I can change it, but it won't come out until I integrate my map stuff, which won't happen soon if dec and Teg don't quit tweaking the 0.70 release either (I might like to add).

And, back to you, Hagar my old friend, there is no "magic" for Rivers. I don't care much for changing their graphics, as I has lost enough hair over pulling it out over modding the Map.
 

dec152000

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Hi,

PAR: The ideal fix here is simply renaming. I'd suggest teh more significant name. It's ok to be "off center" as a lot of names are that way. But it's pretty low priority considering the amount of action in PAR.

Model/Units: Correct fixes.

mm
 

dec152000

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Hi,

There are a lot of tweaks to the AI.

Probably the biggest recipient is JAP. I've reworked it's Naval AI to perform much less aggressively during the war vs. China. This should still do fine prosecuting the war. But it should send ships back to port much more often and keep them there longer. So it will waste less Oil and Supplies. Also should no longer b patroling zones that don't aid in prosecuting the war in China. Another effect of this change is that the fleet should be in top condition when the actual naval battle vs USA/ENG breaks out later.

Also worked the ITA AI to generate a bettter and more historical deployment. Previously it was sending a large force to the Libyan borders after ETH was complete. This didn't leave enough forces to confront FRA in the Alps and burned IC/MP due to Attrition. Now the NA forces hold back in the bases and have been reduced in quantity.

GER AI got adjusted to deploy more forces vs SOV and less in FRA during buildup. Division targets for DOW also adjusted upward. Avoids sluggish start where GER was too low on forces. Also testing a new component of the Air AI to try and cut down on useless Ground Attack/Interdiction missions when there is no major ground combat.

Significant adjustments to a lot of build schemes to get better performance.

Plus a number of other minor tweaks.

mm
 

Tegetthoff

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Armd,

Don´t worry about our tweaking, the fileset is now yours to integrate the map changes. Somehwere in some remote file there will be the bug that causes the current crash. When we find it, it will be no big deal to integrate this into what you produce.

Cheers

Teg
 

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-FRA starting CoN/ENG starting CoAF have reverted to incorrect vanilla ministers Darlan/Boyd, instead of the correct Durand-Viel/Ellington
-not a bug per se, but FRA starting ministers Gauché+Régnier show up without picture? (And Lucien Lamoureux as well)
-SCH has two units named 9. Gebirgsdivision in its OOB (one should probably be 3. Gebirgsdivision). And "2. Felddivisionen" should be "2. Felddivision"
-JAP starting OOB and unitnames.csv are inconsistent leading to doubled unitnames when building MAR/MTN/CAV
 

dec152000

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Hi,

Ministers: Was this a late change in 0.62? I started the 0.70 build off files that were a bit older than the final version so some things may not have been ported over.

SCH: Fixed.

JAP: Could you be a bit more specific here?

mm
 

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Child Count Error
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\revolt.txt [EST] (472, 1):
At least 1 instance(s) of a literal "extra" entry are required, but there are only 0 instances.


Parse Failure
Path: D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\core_AI\allies\dummy.txt
Path: D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\core_AI\axis\dummy.txt
Path: D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\core_AI\comintern\dummy.txt
Error: The file was not properly closed by a closing bracket.
--> They seem to be integrated as event file but contain no readable data for the game engine


Type Mismatch Error
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\gameplay\core_Italy.txt [event[9]\trigger\OR[2]\technology[1]] (772, 4):
"3310" is not a valid TechId or CountryValue.

Incorrect CSV column count
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_egy.csv
Original error: Expected 39 columns, but actually 40 columns at line 6.

At D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_ind.csv
Original error: Expected 39 columns, but actually 38 columns at line 5.

At D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_swe.csv
Original error: Expected 39 columns, but actually 40 columns at line 22.

At D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_tur.csv
Original error: Expected 39 columns, but actually 40 columns at line 4.

Duplicate IDs
ID: 210
[1]: D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_den.csv (5, 1)
[2]: D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_den.csv (14, 1)

ID: 3723
[1]: D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_sov.csv (49, 1)
[2]: D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_sov.csv (50, 1)

ID: 3507
[1]: D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_tur.csv (4, 1)
[2]: D:\AoD Core 060\Core_0701a\mod-CORE2\db\tech\teams\teams_tur.csv (15, 1)


Type Mismatch Error
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\other\CORE2_death_events.txt [event[74]\action_a\command[3]\which] (2787, 39):
"567031" is not a valid MinisterID.
-> may also apply to 567030 from the same event


Type Mismatch Error
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\other\CORE2_naval_construction_events.txt [event[62]\action_a\command[5]\which] (2429, 33):
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\other\CORE2_naval_construction_events.txt [event[62]\action_b\command[5]\which] (2438, 33):
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\other\CORE2_naval_construction_events.txt [event[8]\action_a\command[7]\which] (454, 33):
"169316" is not a valid EventID.
-> deleted event

Lots of production-related events use obsolete when = now commands, production cost/time is always applied the hour after the command was issued (at latest on day change)
Tech teams should be sorted by number in their files, extremely unpleasant to search for a specific number.
 

Tegetthoff

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But would any of this cause a crash?

Can you post any corrections you have made, like the naval_construction file?
 

Tegetthoff

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Type Mismatch Error
At D:\AoD Core 060\Core_0701a\mod-CORE2\db\events\other\CORE2_death_events.txt [event[74]\action_a\command[3]\which] (2787, 39):
"567031" is not a valid MinisterID.
-> may also apply to 567030 from the same event

Interestingly, both BRU Ministers exist ...
 

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Hi,

Ministers: Was this a late change in 0.62? I started the 0.70 build off files that were a bit older than the final version so some things may not have been ported over.

SCH: Fixed.

JAP: Could you be a bit more specific here?

mm

The FRA/ENG minister change was from 0.62.5.

JAP has Kaigun 'Sasebo' Rikusentai as starting OOB MAR unit and the first newly built MAR unit is Sasebo Rikusentai.
Same issue for
MTN Dai-9 'Kanazawa' Shidan/9 'Kanazawa' Gokujin no Hoheishidan
MTN Dai-6 'Kumamoto' Shidan/6 'Kumamoto' Gokujin no Hoheishidan
MTN Dai-11 'Zentsuji' Shidan/11 'Zentsuji' Gokujin no Hoheishidan
CAV Kihei 'Moukogo' Dai-1 Shidan/1 Moukogo Kiheishidan
CAV Kihei 'Moukogo' Dai-2 Shidan/2 Moukogo Kiheishidan

Special case is OOB unit MTN Dai-7 'Sapporo' Shidan, in unitnames.csv it's 7 'Asahigawa' Gokujin no Hoheishidan
 

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  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Deus Vult
  • East India Company Collection
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
Interestingly, both BRU Ministers exist ...
False positive, checked the wrong minister file.
Having the duplicate tech teams active simultaneously may indeed be problematic. Dunno with the dummy files or EST entry, the deleted event should be no harm just a text error message may be possible.
The list of valid tech teams, ministers and leaders is not automatically determined, is valid as of 0.62.08, so there may be further errors. Sadly I have no idea how to have the validator retrieve these valid IDs from .csv files.
 

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

I'll take a hack at fixing the Validator stuff tomorrow. The Tech teams are sorted as is for player use. This way all like teams are grouped together. Renumbering would be way too much work considering how most of the images are number based.

mm